broonsbane wrote:
How would you rank the classes ability to freely move around? I'm sure druids also teleport with the circle of stones I see all over the place. Everyone can at least origin- what movement do the classes have, special move-wise; gate/teleport/etc
Instant travel to the most locations: Druid + Wizard
2nd best for this is a guilded person with all the right /claim items that gate somewhere, and possession of all the gate somewhere items in the game, member of fellowship and so on.
Travel around... goes to the person with the fastest mount.
Mountless... bards win hands down. Prior to runspeed AA, the classes that cast spirit of wolf (Druid, shaman, ranger, beast ...think that's it). The chanter illusion scaled wolf is not as good as SoW, but better than a warrior running on foot across Kunark.
"freely"... some races (and classes) have to be careful in more of the old world than others (trolls, Iksars, Ogres, etc.) and good types best be careful around cities considered evil (i.e., Ogguk). Post Luclin this is a nonfactor pretty much in the game (racial factions), most newer content everybody starts out apprehensive or whatever the situation is going to be with the npc.
Classes that can invis and invis undead can move around better. (int casters, shadowknight, beast gets invis I think?)
Classes that can feign death (necro, monk, Shadowknight) at low levels can take greater risks.
Wizard and druid have evacs, necro has a self evac (super handy for crossing some zones if the "succor" point is closer to where you want to be).
Cleric, paladin and necro (at lower levels) have a version of "divine aura" that makes them invincible briefly.
Classes that can mez at low level (bard, chanter, necro at low level, undead only past 50s) and/or pacify (cleric, pally, chanter, druids & rangers outside, others to specific types of enemies) can bypass mobs (or control pulls).
A player that knows the content... (especially dungeons and raid zones)... will move fast no matter what they are playing.